diff options
Diffstat (limited to '')
-rw-r--r-- | src/control/CarAI.cpp | 13 | ||||
-rw-r--r-- | src/control/CarCtrl.cpp | 341 | ||||
-rw-r--r-- | src/control/CarCtrl.h | 11 | ||||
-rw-r--r-- | src/control/Script.cpp | 181 | ||||
-rw-r--r-- | src/control/Script.h | 5 |
5 files changed, 365 insertions, 186 deletions
diff --git a/src/control/CarAI.cpp b/src/control/CarAI.cpp index e7f3a546..ed7f432e 100644 --- a/src/control/CarAI.cpp +++ b/src/control/CarAI.cpp @@ -4,6 +4,7 @@ #include "Accident.h" #include "AutoPilot.h" +#include "Bridge.h" #include "CarCtrl.h" #include "General.h" #include "HandlingMgr.h" @@ -74,6 +75,18 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) case STATUS_PLAYER_DISABLED: break; case STATUS_SIMPLE: + { + if (pVehicle->m_pCurGroundEntity && CBridge::ThisIsABridgeObjectMovingUp(pVehicle->m_pCurGroundEntity->GetModelIndex())) + pVehicle->SetStatus(STATUS_PHYSICS); + CColPoint colPoint; + CEntity* pEntity; + if (pVehicle->m_randomSeed & 0x3F == CTimer::GetFrameCounter() & 0x3F && + !CWorld::ProcessVerticalLine(pVehicle->GetPosition(), -2.0f, colPoint, pEntity, true, false, false, false, true, false, nil)) { + debug("FLOATING CAR TURNED INTO PHYSICS CAR!\n"); + pVehicle->SetStatus(STATUS_PHYSICS); + } + } + // fallthough case STATUS_PHYSICS: switch (pVehicle->AutoPilot.m_nCarMission) { case MISSION_RAMPLAYER_FARAWAY: diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 1023f2a3..056c7713 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -11,6 +11,7 @@ #include "Cranes.h" #include "Curves.h" #include "CutsceneMgr.h" +#include "Frontend.h" #include "Gangs.h" #include "Game.h" #include "Garages.h" @@ -76,10 +77,11 @@ #define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f) #define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f) -#define ONSCREEN_DESPAWN_RANGE (120.0f) -#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f) -#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2) -#define OFFSCREEN_DESPAWN_RANGE (40.0f) +#define ONSCREEN_DESPAWN_RANGE (190.0f) +#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (130.0f) +#define REQUEST_ONSCREEN_DISTANCE (140.0f) +#define OFFSCREEN_DESPAWN_RANGE (60.0f) +#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f) #define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f) //--MIAMI: file done @@ -95,7 +97,7 @@ int32 CCarCtrl::NumRandomCars; int32 CCarCtrl::NumParkedCars; int32 CCarCtrl::NumPermanentCars; int8 CCarCtrl::CountDownToCarsAtStart; -int32 CCarCtrl::MaxNumberOfCarsInUse = 12; +int32 CCarCtrl::MaxNumberOfCarsInUse = 30; uint32 CCarCtrl::LastTimeLawEnforcerCreated; uint32 CCarCtrl::LastTimeFireTruckCreated; uint32 CCarCtrl::LastTimeAmbulanceCreated; @@ -161,14 +163,19 @@ CCarCtrl::GenerateOneRandomCar() carClass = COPS; carModel = ChoosePoliceCarModel(); }else{ - carModel = ChooseModel(&zone, &carClass); - if (carModel == -1 || (carClass == COPS && pWanted->m_nWantedLevel >= 1)) - /* All cop spawns with wanted level are handled by condition above. */ - /* In particular it means that cop cars never spawn if player has wanted level of 1. */ - return; + for (int i = 0; i < 5; i++) { + carModel = ChooseModel(&zone, &carClass); + if (carModel == -1) + return; + if (!(carClass == COPS && pWanted->m_nWantedLevel >= 1)) + /* All cop spawns with wanted level are handled by condition above. */ + /* In particular it means that cop cars never spawn if player has wanted level of 1. */ + break; + } } float frontX, frontY; float preferredDistance, angleLimit; + float requestMultiplier; bool invertAngleLimitTest; CVector spawnPosition; int32 curNodeId, nextNodeId; @@ -188,11 +195,14 @@ CCarCtrl::GenerateOneRandomCar() angleLimit = -1.0f; bTopDownCamera = true; invertAngleLimitTest = true; - preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f; + preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN + 15.0f; /* BUG: testForCollision not initialized in original game. */ testForCollision = false; }else if (!pPlayerVehicle){ /* Player is not in vehicle. */ + requestMultiplier = 13.0f / 20.0f; + if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static + requestMultiplier *= 4.0f / 3.0f; testForCollision = true; frontX = TheCamera.CamFrontXNorm; frontY = TheCamera.CamFrontYNorm; @@ -202,95 +212,105 @@ CCarCtrl::GenerateOneRandomCar() /* Forward to his current direction (camera direction). */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; break; case 1: /* Spawn a vehicle close to player to his side. */ /* Kinda not within camera angle. */ angleLimit = 0.707f; /* 45 degrees */ invertAngleLimitTest = false; - preferredDistance = OFFSCREEN_DESPAWN_RANGE; + preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN; break; } - }else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */ + } + else { + requestMultiplier = 13.0f / 20.0f; + if (TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen) + requestMultiplier *= 0.9f; + if (FrontEndMenuManager.m_PrefsUseWideScreen) // TODO(LCS): static + requestMultiplier *= 4.0f / 3.0f; + if (fPlayerVehicleSpeed > 0.4f) { /* 72 km/h */ /* Player is moving fast in vehicle */ /* Prefer spawning vehicles very far away from him. */ - frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed; - frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed; - testForCollision = false; - switch (CTimer::GetFrameCounter() & 3) { - case 0: - case 1: - /* Spawn a vehicle in a very narrow gap in front of a player */ - angleLimit = 0.85f; /* approx 30 degrees */ - invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; - break; - case 2: - /* Spawn a vehicle relatively far away from player. */ - /* Forward to his current direction (camera direction). */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; - break; - case 3: - /* Spawn a vehicle close to player to his side. */ - /* Kinda not within camera angle. */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = false; - preferredDistance = OFFSCREEN_DESPAWN_RANGE; - break; + frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed; + frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed; + testForCollision = false; + switch (CTimer::GetFrameCounter() & 3) { + case 0: + case 1: + /* Spawn a vehicle in a very narrow gap in front of a player */ + angleLimit = 0.85f; /* approx 30 degrees */ + invertAngleLimitTest = true; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; + break; + case 2: + /* Spawn a vehicle relatively far away from player. */ + /* Forward to his current direction (camera direction). */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = true; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; + break; + case 3: + /* Spawn a vehicle close to player to his side. */ + /* Kinda not within camera angle. */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = false; + preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN; + break; + } } - }else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */ - /* Player is moving moderately fast in vehicle */ - /* Spawn more vehicles to player's side. */ - frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed; - frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed; - testForCollision = false; - switch (CTimer::GetFrameCounter() & 3) { - case 0: - /* Spawn a vehicle in a very narrow gap in front of a player */ - angleLimit = 0.85f; /* approx 30 degrees */ - invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; - break; - case 1: - /* Spawn a vehicle relatively far away from player. */ - /* Forward to his current direction (camera direction). */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; - break; - case 2: - case 3: - /* Spawn a vehicle close to player to his side. */ - /* Kinda not within camera angle. */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = false; - preferredDistance = OFFSCREEN_DESPAWN_RANGE; - break; + else if (fPlayerVehicleSpeed > 0.1f) { /* 18 km/h */ + /* Player is moving moderately fast in vehicle */ + /* Spawn more vehicles to player's side. */ + frontX = vecPlayerVehicleSpeed.x / fPlayerVehicleSpeed; + frontY = vecPlayerVehicleSpeed.y / fPlayerVehicleSpeed; + testForCollision = false; + switch (CTimer::GetFrameCounter() & 3) { + case 0: + /* Spawn a vehicle in a very narrow gap in front of a player */ + angleLimit = 0.85f; /* approx 30 degrees */ + invertAngleLimitTest = true; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; + break; + case 1: + /* Spawn a vehicle relatively far away from player. */ + /* Forward to his current direction (camera direction). */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = true; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; + break; + case 2: + case 3: + /* Spawn a vehicle close to player to his side. */ + /* Kinda not within camera angle. */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = false; + preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN; + break; + } } - }else{ - /* Player is in vehicle but moving very slow. */ - /* Then use camera direction instead of vehicle direction. */ - testForCollision = true; - frontX = TheCamera.CamFrontXNorm; - frontY = TheCamera.CamFrontYNorm; - switch (CTimer::GetFrameCounter() & 1) { - case 0: - /* Spawn a vehicle relatively far away from player. */ - /* Forward to his current direction (camera direction). */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = true; - preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier; - break; - case 1: - /* Spawn a vehicle close to player to his side. */ - /* Kinda not within camera angle. */ - angleLimit = 0.707f; /* 45 degrees */ - invertAngleLimitTest = false; - preferredDistance = OFFSCREEN_DESPAWN_RANGE; - break; + else { + /* Player is in vehicle but moving very slow. */ + /* Then use camera direction instead of vehicle direction. */ + testForCollision = true; + frontX = TheCamera.CamFrontXNorm; + frontY = TheCamera.CamFrontYNorm; + switch (CTimer::GetFrameCounter() & 1) { + case 0: + /* Spawn a vehicle relatively far away from player. */ + /* Forward to his current direction (camera direction). */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = true; + preferredDistance = REQUEST_ONSCREEN_DISTANCE * requestMultiplier * TheCamera.GenerationDistMultiplier; + break; + case 1: + /* Spawn a vehicle close to player to his side. */ + /* Kinda not within camera angle. */ + angleLimit = 0.707f; /* 45 degrees */ + invertAngleLimitTest = false; + preferredDistance = MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN; + break; + } } } if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY, @@ -300,6 +320,8 @@ CCarCtrl::GenerateOneRandomCar() CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId]; CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId]; bool bBoatGenerated = false; + if (!OkToCreateVehicleAtThisPosition(spawnPosition)) + return; if ((CGeneral::GetRandomNumber() & 0xF) > Min(pCurNode->spawnRate, pNextNode->spawnRate)) return; if (pCurNode->bWaterPath) { @@ -599,12 +621,12 @@ CCarCtrl::GenerateOneRandomCar() return; } }else{ - if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE || - (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) { + if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * requestMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE || + (vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * requestMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) { delete pVehicle; return; } - if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 82.5f * TheCamera.GenerationDistMultiplier || bTopDownCamera) { + if ((TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude2D() < 105.0f * requestMultiplier * TheCamera.GenerationDistMultiplier || bTopDownCamera) { delete pVehicle; return; } @@ -654,13 +676,13 @@ CCarCtrl::GenerateOneRandomCar() int nMadDrivers; switch (pVehicle->GetVehicleAppearance()) { case VEHICLE_APPEARANCE_BIKE: - nMadDrivers = 30; + nMadDrivers = 20; break; case VEHICLE_APPEARANCE_BOAT: nMadDrivers = 40; break; default: - nMadDrivers = 6; + nMadDrivers = 3; break; } if ((CGeneral::GetRandomNumber() & 0x7F) < nMadDrivers || bMadDriversCheat) { @@ -719,12 +741,6 @@ CCarCtrl::GenerateOneRandomCar() } } -bool -CCarCtrl::BoatWithTallMast(int32 mi) -{ - return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS; -} - int32 CCarCtrl::ChooseBoatModel(int32 rating) { @@ -944,6 +960,7 @@ CCarCtrl::RemoveCarsIfThePoolGetsFull(void) } } if (pClosestVehicle) { + debug(":::::::::::\'Nearest removed\' cause pools was full -> NumRandomCars %d\n", NumRandomCars); CWorld::Remove(pClosestVehicle); delete pClosestVehicle; } @@ -966,7 +983,10 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); - float threshold = OFFSCREEN_DESPAWN_RANGE; + float despawnMultiplier = 1.0f; + if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen) + despawnMultiplier = 0.75f; + float threshold = OFFSCREEN_DESPAWN_RANGE * despawnMultiplier; if (pVehicle->GetIsOnScreen() || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight || @@ -979,7 +999,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) pVehicle->bIsCarParkVehicle || CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime ){ - threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier; + threshold = ONSCREEN_DESPAWN_RANGE * despawnMultiplier * TheCamera.GenerationDistMultiplier; } if (TheCamera.GetForward().z < -0.9f) threshold = 70.0f; @@ -1572,7 +1592,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar) return; CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); if (distance < 1.0f) return; @@ -1582,7 +1602,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float return; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y); + float forwardAngle = GetATanOfXY(forward.x, forward.y); float angleDiff = angleBetweenVehicles - forwardAngle; float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff)); float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff)); @@ -1591,16 +1611,12 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float diffToLeftAngle = ABS(diffToLeftAngle); float angleToWeave = lengthToEvade / 2; if (diffToLeftAngle < angleToWeave){ - *pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave; - while (*pAngleToWeaveLeft < -PI) - *pAngleToWeaveLeft += TWOPI; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicles - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave){ - *pAngleToWeaveRight = angleBetweenVehicles + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicles + angleToWeave); } } @@ -1632,23 +1648,19 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn return; CPed* pPed = (CPed*)pOtherEntity; CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance; float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft); diffToLeftAngle = ABS(diffToLeftAngle); float angleToWeave = lengthToEvade / 2; if (diffToLeftAngle < angleToWeave) { - *pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave; - while (*pAngleToWeaveLeft < -PI) - *pAngleToWeaveLeft += TWOPI; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndPed - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave) { - *pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndPed + angleToWeave); } } @@ -1704,23 +1716,19 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* rightCoef * pObject->GetRight() + forwardCoef * pObject->GetForward() - pVehicle->GetPosition(); - float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance; float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft); diffToLeftAngle = ABS(diffToLeftAngle); float angleToWeave = lengthToEvade / 2; if (diffToLeftAngle < angleToWeave) { - *pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave; - while (*pAngleToWeaveLeft < -PI) - *pAngleToWeaveLeft += TWOPI; + *pAngleToWeaveLeft = LimitRadianAngle(angleBetweenVehicleAndObject - angleToWeave); } float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight); diffToRightAngle = ABS(diffToRightAngle); if (diffToRightAngle < angleToWeave) { - *pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave; - while (*pAngleToWeaveRight > PI) - *pAngleToWeaveRight -= TWOPI; + *pAngleToWeaveRight = LimitRadianAngle(angleBetweenVehicleAndObject + angleToWeave); } } @@ -1762,7 +1770,7 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle) void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) { if (pVehicle->m_nRouteSeed) - CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++); int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode; int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode; uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks; @@ -1848,13 +1856,15 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && (!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel)) - /* Nice way to exit loop but this will fail because this is used for indexing! */ - nextLink = 1000; + break; } } - if (nextLink < 999) + if (nextLink >= totalLinks) { /* If everything else failed, turn vehicle around */ + nextLink = 0; + debug("Couldn\'t find ANYTHING. Just go back from where we came.\n"); pVehicle->AutoPilot.m_nNextRouteNode = prevNode; + } } pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; @@ -1967,7 +1977,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t #endif { if (pVehicle->m_nRouteSeed) - CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++); int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode; int curNode = pVehicle->AutoPilot.m_nNextRouteNode; CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode]; @@ -1987,7 +1997,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t int nextLink; if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){ if (numNodes != 2 || pTargetNode[1] == pCurNode) { - float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); nextLink = 0; float lowestAngleChange = 10.0f; int numLinks = pCurNode->numLinks; @@ -1997,7 +2007,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t if (conNode == prevNode && i > 1) continue; CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; - float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); + float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); angle = LimitRadianAngle(angle - currentAngle); angle = ABS(angle); if (angle < lowestAngleChange) { @@ -2415,6 +2425,16 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe *pHandbrake = true; return; case MISSION_CRUISE: + if (CTrafficLights::ShouldCarStopForBridge(pVehicle)) { + *pAccel = 0.0f; + *pBrake = 1.0f; + *pHandbrake = true; +#ifdef FIX_BUGS + *pSwerve = 0.0f; +#endif + break; + } + // fallthough case MISSION_RAMPLAYER_FARAWAY: case MISSION_BLOCKPLAYER_FARAWAY: case MISSION_GOTOCOORDS: @@ -2485,11 +2505,19 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe *pHandbrake = false; return; case MISSION_RAMCAR_CLOSE: + if (!pVehicle->AutoPilot.m_pTargetCar) { + debug("NO TARGET VEHICLE FOR MISSION_RAMCAR_CLOSE\n"); + return; + } SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, pSwerve, pAccel, pBrake, pHandbrake); return; case MISSION_BLOCKCAR_CLOSE: + if (!pVehicle->AutoPilot.m_pTargetCar) { + debug("NO TARGET VEHICLE FOR MISSION_BLOCKCAR_CLOSE\n"); + return; + } SteerAICarWithPhysicsTryingToBlockTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, @@ -2498,6 +2526,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe pSwerve, pAccel, pBrake, pHandbrake); return; case MISSION_BLOCKCAR_HANDBRAKESTOP: + if (!pVehicle->AutoPilot.m_pTargetCar) { + return; + } SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y, @@ -2575,8 +2606,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float { CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE); #ifdef FIX_BUGS @@ -2607,8 +2638,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* CVector2D forward = pVehicle->GetForward(); forward.Normalise(); CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; - float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); #ifdef FIX_BUGS float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); @@ -2696,7 +2727,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli) if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f) ZTurnSpeedTarget = 0.0f; else { - float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; + float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; if (pHeli->m_fHeliOrientation >= 0.0f) fAngleTarget = pHeli->m_fHeliOrientation; fAngleTarget -= pHeli->m_fOrientation; @@ -2739,7 +2770,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane) CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition(); float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude(); fForwardZ = clamp(fForwardZ, -0.3f, 0.3f); - float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y); + float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y); while (angle > TWOPI) angle -= TWOPI; float difference = LimitRadianAngle(angle - pPlane->m_fOrientation); @@ -2836,8 +2867,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv projectedPosition.y = positionOnCurrentLinkIncludingLane.y; } CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition(); - float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); + float angleForward = GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward); float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward); @@ -2882,11 +2913,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x); trajectory -= pVehicle->GetPosition(); float speedAngleMultiplier = FindSpeedMultiplier( - CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward, + GetATanOfXY(trajectory.x, trajectory.y) - angleForward, MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); float tmpWideMultiplier = FindSpeedMultiplier( - CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - - CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY), + GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - + GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY), MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); float speedNodesMultiplier; if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12) @@ -2920,8 +2951,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic *pHandbrake = false; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); - float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); + float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); @@ -3127,7 +3158,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) { if (pVehicle->m_nRouteSeed) - CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++); int nextLink; CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; for (nextLink = 0; nextLink < 12; nextLink++) @@ -3169,10 +3200,12 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) return; if (CGame::IsInInterior()) return; + if (TheCamera.m_WideScreenOn) // TODO(LCS): verify + return; if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse) return; - if (NumAmbulancesOnDuty == 0){ + if (NumAmbulancesOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){ if (gAccidentManager.CountActiveAccidents() < 2){ if (CStreaming::HasModelLoaded(MI_AMBULAN)) CStreaming::SetModelIsDeletable(MI_MEDIC); @@ -3191,7 +3224,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) } } } - if (NumFiretrucksOnDuty == 0){ + if (NumFiretrucksOnDuty == 0 /* TODO(LCS): && gbEmergencyVehiclesEnabled */){ if (gFireManager.GetTotalActiveFires() < 3){ if (CStreaming::HasModelLoaded(MI_FIRETRUCK)) CStreaming::SetModelIsDeletable(MI_FIREMAN); @@ -3348,6 +3381,17 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y) #endif } +bool +CCarCtrl::BoatWithTallMast(int32 mi) +{ + return mi == MI_RIO || mi == MI_TROPIC || mi == MI_MARQUIS; +} + +bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos) +{ + return true; +} + float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) { switch (type) @@ -3357,3 +3401,8 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) } return 1.0f; } + +void CCarCtrl::RenderDebugInfo(CVehicle*) +{ + //TODO(LCS) +} diff --git a/src/control/CarCtrl.h b/src/control/CarCtrl.h index 5efbe275..fcb7929b 100644 --- a/src/control/CarCtrl.h +++ b/src/control/CarCtrl.h @@ -1,6 +1,7 @@ #pragma once #include "PathFind.h" #include "Boat.h" +#include "General.h" #include "Vehicle.h" #define GAME_SPEED_TO_METERS_PER_SECOND 50.0f @@ -130,6 +131,10 @@ public: static void SteerAIBoatWithPhysicsAttackingPlayer(CVehicle*, float*, float*, float*, bool*); static void SteerAICarBlockingPlayerForwardAndBack(CVehicle*, float*, float*, float*, bool*); + static bool OkToCreateVehicleAtThisPosition(const CVector&); + static void RenderDebugInfo(CVehicle*); + static float GetATanOfXY(float x, float y) { float t = CGeneral::GetATanOfXY(x, y); if (t < 0.0f) t += TWOPI; return t; } + static float GetPositionAlongCurrentCurve(CVehicle* pVehicle) { uint32 timeInCurve = CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeEnteredCurve; @@ -138,11 +143,7 @@ public: static float LimitRadianAngle(float angle) { - while (angle < -PI) - angle += TWOPI; - while (angle > PI) - angle -= TWOPI; - return angle; + return CGeneral::LimitRadianAngle(angle); } static bool bMadDriversCheat; diff --git a/src/control/Script.cpp b/src/control/Script.cpp index 23527e55..a453c077 100644 --- a/src/control/Script.cpp +++ b/src/control/Script.cpp @@ -1659,11 +1659,13 @@ const uint32 CRunningScript::nSaveStructSize = sizeof(CRunningScript); #endif +// done(LCS) CMissionCleanup::CMissionCleanup() { Init(); } +// done(LCS) void CMissionCleanup::Init() { m_nCount = 0; @@ -1673,6 +1675,7 @@ void CMissionCleanup::Init() } } +// done(LCS) cleanup_entity_struct* CMissionCleanup::FindFree() { for (int i = 0; i < MAX_CLEANUP; i++){ @@ -1683,6 +1686,61 @@ cleanup_entity_struct* CMissionCleanup::FindFree() return nil; } +// done(LCS) +void SleepThisPed(cleanup_entity_struct* pCleanup, CPed* pPed) +{ + printf("*** SLEEPING PED %i %i\n", pCleanup->id, pPed->GetModelIndex()); + if (!pPed->GetIsStatic()) + pPed->RemoveFromMovingList(); + pPed->bIsStaticWaitingForCollision = true; +} + +// done(LCS) +void WakeThisPed(cleanup_entity_struct* pCleanup, CPed* pPed) +{ + printf("*** WAKING UP PED %i %i\n", pCleanup->id, pPed->GetModelIndex()); + pPed->bIsStaticWaitingForCollision = false; + if (!pPed->bIsStatic) + pPed->AddToMovingList(); + +} + +// done(LCS) +void SleepThisVehicle(cleanup_entity_struct* pCleanup, CVehicle* pVehicle) +{ + printf("*** SLEEPING VEHICLE %i %i\n", pCleanup->id, pVehicle->GetModelIndex()); + if (!pVehicle->GetIsStatic()) + pVehicle->RemoveFromMovingList(); + pVehicle->bIsStaticWaitingForCollision = true; +} + +// done(LCS) +void WakeThisVehicle(cleanup_entity_struct* pCleanup, CVehicle* pVehicle) +{ + printf("*** WAKING UP VEHICLE %i %i\n", pCleanup->id, pVehicle->GetModelIndex()); + pVehicle->bIsStaticWaitingForCollision = false; + if (!pVehicle->bIsStatic) + pVehicle->AddToMovingList(); +} + +// done(LCS) +void SleepThisObject(cleanup_entity_struct* pCleanup, CObject* pObject) +{ + if (!pObject->GetIsStatic()) + pObject->RemoveFromMovingList(); + pObject->bIsStaticWaitingForCollision = true; +} + +// done(LCS) +void WakeThisObject(cleanup_entity_struct* pCleanup, CObject* pObject) +{ + pObject->bIsStaticWaitingForCollision = false; + if (!pObject->bIsStatic) + pObject->AddToMovingList(); + +} + +// done(LCS) void CMissionCleanup::AddEntityToList(int32 id, uint8 type) { cleanup_entity_struct* pNew = FindFree(); @@ -1744,6 +1802,7 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type) } } +// done(LCS) void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObjects() { for (int i = 0; i < MAX_CLEANUP; i++) { @@ -1752,46 +1811,88 @@ void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObjects() { CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id); if (pVehicle) { - if (pVehicle->bIsStaticWaitingForCollision) { - if (CColStore::HasCollisionLoaded(pVehicle->GetPosition())) { - pVehicle->bIsStaticWaitingForCollision = false; - if (!pVehicle->GetIsStatic()) - pVehicle->AddToMovingList(); + eLevelName level = CTheZones::GetLevelFromPosition(&pVehicle->GetPosition()); + if (level == LEVEL_GENERIC) + level = CGame::currLevel; + if (!CColStore::HasCollisionLoaded(level)) { + if (!pVehicle->bIsStaticWaitingForCollision) { + if (!pVehicle->IsHeli() && !pVehicle->IsPlane() && pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_HELI && + pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT && pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_PLANE) { + SleepThisVehicle(&m_sEntities[i], pVehicle); + } } } + else { + if (pVehicle->bIsStaticWaitingForCollision) + WakeThisVehicle(&m_sEntities[i], pVehicle); + } + } + } + break; + case CLEANUP_OBJECT: + CObject* pObject = CPools::GetObjectPool()->GetAt(m_sEntities[i].id); + if (pObject) { + eLevelName level = CTheZones::GetLevelFromPosition(&pObject->GetPosition()); + if (level == LEVEL_GENERIC) + level = CGame::currLevel; + if (!CColStore::HasCollisionLoaded(level)) { + if (!pObject->bIsStaticWaitingForCollision) { + SleepThisObject(&m_sEntities[i], pObject); + } + } + else { + if (pObject->bIsStaticWaitingForCollision) + WakeThisObject(&m_sEntities[i], pObject); + } } - break; } + } + for (int i = 0; i < MAX_CLEANUP; i++) { + switch (m_sEntities[i].type) { case CLEANUP_CHAR: { CPed* pPed = CPools::GetPedPool()->GetAt(m_sEntities[i].id); if (pPed) { - if (pPed->bIsStaticWaitingForCollision) { - if (CColStore::HasCollisionLoaded(pPed->GetPosition())) { - pPed->bIsStaticWaitingForCollision = false; - if (!pPed->GetIsStatic()) - pPed->AddToMovingList(); + eLevelName level = CTheZones::GetLevelFromPosition(&pPed->GetPosition()); + if (level == LEVEL_GENERIC) + level = CGame::currLevel; + if (!pPed->bIsStaticWaitingForCollision) { + if (pPed->bInVehicle) { + if (pPed->m_pMyVehicle->GetIsStatic()) { + SleepThisPed(&m_sEntities[i], pPed); + continue; + } + } + if (!CColStore::HasCollisionLoaded(level)) { + if (pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() || + pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic()) + SleepThisPed(&m_sEntities[i], pPed); } } - } - break; - } - case CLEANUP_OBJECT: - { - CObject* pObject = CPools::GetObjectPool()->GetAt(m_sEntities[i].id); - if (pObject) { - if (pObject->bIsStaticWaitingForCollision) { - if (CColStore::HasCollisionLoaded(pObject->GetPosition())) { - pObject->bIsStaticWaitingForCollision = false; - if (!pObject->GetIsStatic()) - pObject->AddToMovingList(); + else { + if (!pPed->bInVehicle) { + if (CColStore::HasCollisionLoaded(level)) { + if (!(pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() || + pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic())) + WakeThisPed(&m_sEntities[i], pPed); + } + } + else { + if (!pPed->m_pMyVehicle->GetIsStatic()) { + WakeThisPed(&m_sEntities[i], pPed); + continue; + } + if (CColStore::HasCollisionLoaded(level)) { + if (!(pPed->bInVehicle && pPed->m_pMyVehicle->GetIsStatic() || + pPed->m_attachedTo && pPed->m_attachedTo->GetIsStatic())) + WakeThisPed(&m_sEntities[i], pPed); + } } } + } - break; } - default: - break; + break; } } } @@ -1803,6 +1904,8 @@ void CMissionCleanup::Process() CCarCtrl::CarDensityMultiplier = 1.0f; CPed::nThreatReactionRangeMultiplier = 1; CPed::nEnterCarRangeMultiplier = 1; + for (int i = 0; i < MAX_ALLOWED_COLLISIONS; i++) + CTheScripts::AllowedCollision[i] = 0; FindPlayerPed()->m_pWanted->m_fCrimeSensitivity = 1.0f; CRoadBlocks::ClearScriptRoadBlocks(); CRouteNode::Initialise(); @@ -1810,20 +1913,19 @@ void CMissionCleanup::Process() TheCamera.Restore(); TheCamera.SetWideScreenOff(); CSpecialFX::bLiftCam = false; - CSpecialFX::bVideoCam = false; - CTimeCycle::StopExtraColour(0); + // TODO(LCS): CHud::m_ClockEventWarningMinutes = 0; + // TODO(LCS): CHud::m_ClockEventFlashTimer = 0; + CTimeCycle::StopExtraColour(0); // TODO: thiscall for (int i = 0; i < MISSION_AUDIO_SLOTS; i++) DMAudio.ClearMissionAudio(i); CWeather::ReleaseWeather(); for (int i = 0; i < NUM_OF_SPECIAL_CHARS; i++) CStreaming::SetMissionDoesntRequireSpecialChar(i); - for (int i = 0; i < NUM_OF_CUTSCENE_OBJECTS; i++) - CStreaming::SetMissionDoesntRequireModel(MI_CUTOBJ01 + i); CStreaming::ms_disableStreaming = false; - CHud::m_ItemToFlash = -1; - CHud::SetHelpMessage(nil, false); + if (CHud::m_ItemToFlash != ITEM_ARMOUR && CHud::m_ItemToFlash != ITEM_HEALTH) + CHud::m_ItemToFlash = -1; + CHud::SetHelpMessage(nil, false); // nil, false, false, true TODO(LCS) CUserDisplay::OnscnTimer.m_bDisabled = false; - CTheScripts::RemoveScriptTextureDictionary(); CWorld::Players[0].m_pPed->m_pWanted->m_bIgnoredByCops = false; CWorld::Players[0].m_pPed->m_pWanted->m_bIgnoredByEveryone = false; CWorld::Players[0].MakePlayerSafe(false); @@ -1831,10 +1933,11 @@ void CMissionCleanup::Process() CWorld::Players[0].m_pPed->m_nDrunkCountdown = 0; CPad::GetPad(0)->SetDrunkInputDelay(0); CWorld::Players[0].m_bDriveByAllowed = true; + CPad::GetPad(0)->unk_B4 = 1.0f; + CPad::GetPad(0)->unk_B8 = 0.5f; DMAudio.ShutUpPlayerTalking(0); CVehicle::bDisableRemoteDetonation = false; CVehicle::bDisableRemoteDetonationOnContact = false; - CGameLogic::ClearShortCut(); CTheScripts::RiotIntensity = 0; CTheScripts::StoreVehicleIndex = -1; CTheScripts::StoreVehicleWasRandom = true; @@ -1872,12 +1975,17 @@ void CMissionCleanup::Process() m_sEntities[i].type = CLEANUP_UNUSED; m_nCount--; } + for (int i = 1; i < NUMSTREAMINFO; i++) { + if (CStreaming::IsScriptOwnedModel(i)) + CStreaming::SetMissionDoesntRequireModel(i); + } } /* NB: CUpsideDownCarCheck is not used by actual script at all * It has a weird usage: AreAnyCarsUpsideDown would fail any mission * just like death or arrest. */ + // done(LCS) except TODO void CUpsideDownCarCheck::Init() { for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){ @@ -1886,6 +1994,7 @@ void CUpsideDownCarCheck::Init() } } +// done(LCS) bool CUpsideDownCarCheck::IsCarUpsideDown(int32 id) { CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(id); @@ -1917,6 +2026,7 @@ void CUpsideDownCarCheck::UpdateTimers() } } +// done(LCS) bool CUpsideDownCarCheck::AreAnyCarsUpsideDown() { for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){ @@ -1926,6 +2036,7 @@ bool CUpsideDownCarCheck::AreAnyCarsUpsideDown() return false; } +// done(LCS) void CUpsideDownCarCheck::AddCarToCheck(int32 id) { uint16 index = 0; @@ -1939,6 +2050,7 @@ void CUpsideDownCarCheck::AddCarToCheck(int32 id) m_sCars[index].m_nUpsideDownTimer = 0; } +// done(LCS) void CUpsideDownCarCheck::RemoveCarFromCheck(int32 id) { for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){ @@ -1949,6 +2061,7 @@ void CUpsideDownCarCheck::RemoveCarFromCheck(int32 id) } } +// done(LCS) bool CUpsideDownCarCheck::HasCarBeenUpsideDownForAWhile(int32 id) { for (int i = 0; i < MAX_UPSIDEDOWN_CAR_CHECKS; i++){ diff --git a/src/control/Script.h b/src/control/Script.h index aafc681c..f35d0261 100644 --- a/src/control/Script.h +++ b/src/control/Script.h @@ -273,7 +273,8 @@ enum { MAX_NUM_MISSION_SCRIPTS = 120, MAX_NUM_BUILDING_SWAPS = 25, MAX_NUM_INVISIBILITY_SETTINGS = 20, - MAX_NUM_STORED_LINES = 1024 + MAX_NUM_STORED_LINES = 1024, + MAX_ALLOWED_COLLISIONS = 2 }; class CTheScripts @@ -324,6 +325,8 @@ public: #define CARDS_IN_STACK (CARDS_IN_DECK * MAX_DECKS) static int16 CardStack[CARDS_IN_STACK]; static int16 CardStackPosition; + + static int AllowedCollision[MAX_ALLOWED_COLLISIONS]; #endif static bool bPlayerIsInTheStatium; static uint8 RiotIntensity; |